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- <p class="Question">How do I make a visible light source? or: Although I put the camera just in front of my lig ...e light is coming, ie. there is nothing there, only empty space. It's just a kind of mathematical point POV-Ray uses to make shading calculations.</p>63 KB (10,871 words) - 12:16, 3 January 2012
- <p>Sometimes we want to make an object that does not have perfectly sharp edges like a box does. Then, the superquadric ellipsoid shape made by the67 KB (10,475 words) - 15:22, 9 June 2021
- hotspots</em> on the surface. This gave the sphere a hard, shiny appearance. <p>Rendering this we see a fairly broad, soft highlight that gives the sphere36 KB (5,495 words) - 14:23, 16 December 2016
- a COLOR_VECTOR in the range of <0,0,0> ... <1,1,0> ...ylindrical camera also requires the <em>CAMERA_TYPE</em> to be followed by a float.</li>50 KB (8,005 words) - 20:51, 2 July 2021
- textures. A plain texture has just one pigment, normal and finish statement. Even a pigment with a pigment map is still one pigment and thus considered a12 KB (1,846 words) - 11:07, 7 February 2018
- containing hundreds or thousands of triangles. Compared to a simple union of mesh objects need only a little additional memory because the triangles are36 KB (5,508 words) - 14:09, 16 December 2016
- * Material properties such as filtering, emission, translucency, subsurface scattering, glass fog (tinted * Image textures42 KB (6,180 words) - 17:11, 5 August 2020
- <p><em>"When I rotate an object, it dissapears from the image or moves very <p>It is a very good practice to define all objects centered at the origin27 KB (4,754 words) - 15:50, 17 October 2009
- '''Radiosity''', also known as global illumination (GI), is one of the two methods POV-ray supports of sim ...us, likewise, not all of the light coming from an object is directly from a light source. The light we see may have been reflected many times by the s29 KB (4,726 words) - 11:00, 26 February 2010
- understand. We need not be worried though if we do not know how to use ...kto>--->[[Documentation:Tutorial Section 2.1#Simple Texture Options|Simple Texture Options]]54 KB (8,887 words) - 10:13, 29 September 2020
- If you have a question regarding commercial use or distribution of Please do not email us directly for technical support - use the below-mentioned forums. We generally do not answer emails requesting52 KB (8,130 words) - 15:31, 9 June 2021
- <p>The beginning tutorial explains step by step how to use POV-Ray's scene description language to create your own scenes. The use of almost every31 KB (5,079 words) - 14:03, 16 December 2016
- <!--REMOVE--->===Simple Texture Options===<!--THIS---> on the reflective properties of an object. Ray-tracing can exploit this by33 KB (5,190 words) - 17:41, 10 February 2020
- <p>This document provides a tutorial for the Persistence of Vision Ray-Tracer™ is. It gives a brief overview of how to create ray-traced images.</li>38 KB (5,895 words) - 20:53, 2 July 2021
- for light backgrounds. But what if we want a media which works with both type of <p>One solution for this is to use both types of medias inside the same object.59 KB (8,732 words) - 14:31, 9 June 2021
- <!--REMOVE--->===SDL tutorial: A raytracer===<!--THIS---> <p>The idea is to raytrace a simple scene consisting of spheres and light34 KB (5,423 words) - 12:00, 1 July 2012
- <p>There is more than one way to trace a ray. Sometimes there is a trade-off ...to specify the number of <em>work threads</em> to be used while rendering a scene. On Windows systems, the default is the number of detected cores. On35 KB (5,804 words) - 13:21, 27 July 2020
- The Blender to POV-Ray add-on and vice versa (aka "Bpover") started out as a single Python file. ...nd ''mathutils'', to the embedded interpreter so they can be imported into a script and give access to Blender’s data, classes, and functions. Scripts47 KB (7,135 words) - 09:19, 30 December 2022
- ====Do Not Use Jitter Or Crand==== is an element of anti-aliasing, we could just as easily have mentioned this29 KB (5,048 words) - 14:27, 16 December 2016
- <!--REMOVE--->===SDL tutorial: A raytracer===<!--THIS---> <p>The very first thing to do for calculating the lighting for a light source20 KB (3,262 words) - 08:21, 3 June 2011